diff options
Diffstat (limited to 'shared_cpp/Renderer3d.cpp')
-rw-r--r-- | shared_cpp/Renderer3d.cpp | 104 |
1 files changed, 104 insertions, 0 deletions
diff --git a/shared_cpp/Renderer3d.cpp b/shared_cpp/Renderer3d.cpp new file mode 100644 index 0000000..7afaea0 --- /dev/null +++ b/shared_cpp/Renderer3d.cpp @@ -0,0 +1,104 @@ +#include "Renderer3d.h" +#include "Camera3d.h" +#include "WebglContext.h" + +const char* vertexSrc = + "attribute vec3 position;\n" + "attribute vec3 normal;\n" + "attribute vec4 color;\n" + "uniform mat4 projection;\n" + "uniform mat4 view;\n" + "uniform mat4 model;\n" + "varying lowp vec4 VertexColor;\n" + "varying lowp vec3 VertexNormal;\n" + "void main() { \n" + " vec4 fragmentPosition = projection * view * model * vec4(position, 1);" + " gl_Position = fragmentPosition;\n" + " VertexColor = color;\n" + " VertexNormal = normal;\n" + "}\n"; + +const char* fragmentSrc = + "varying lowp vec4 VertexColor; \n" + "varying lowp vec3 VertexNormal; \n" + "void main() { \n" + " gl_FragColor = VertexColor; \n" + "}"; + + +void Renderer3d::load(WebglContext* context) { + printf("Compiling 3d shader...\n"); + + shader = loadShader(vertexSrc, fragmentSrc); + + useShader(shader); + attributes.position = getShaderAttribute(shader, "position"); + attributes.color = getShaderAttribute(shader, "color"); + attributes.normal = getShaderAttribute(shader, "normal"); + + uniforms.projection = getShaderUniform(shader, "projection"); + uniforms.view = getShaderUniform(shader, "view"); + uniforms.model = getShaderUniform(shader, "model"); + + printf("3d shader compiled.\n"); +} + +void Renderer3d::render(Camera3d* camera) { + glEnable(GL_DEPTH_TEST); + glDepthFunc(GL_LEQUAL); + glDepthMask(GL_TRUE); + glClearColor(0.2f, 0.3f, 0.3f, 1.0f); + glClearDepth(1.0f); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); + useShader(shader); + setShaderMat4(uniforms.projection, camera->projection); + setShaderMat4(uniforms.view, camera->view); +} + +void Renderer3d::unload() { + glClearColor(0.2f, 0.3f, 0.3f, 1.0f); + glClear(GL_COLOR_BUFFER_BIT); + glDeleteProgram(shader); +} + +void Mesh3d::load(Vertex3d* inVertices, uint32 inNumVertices, uint32* inIndices, uint32 inNumIndices, Renderer3d* renderer) { + numIndices = inNumIndices; + useShader(renderer->shader); + + glGenVertexArrays(1, &vao); + glBindVertexArray(vao); + + glGenBuffers(1, &vbo); + glGenBuffers(1, &ebo); + + glBindBuffer(GL_ARRAY_BUFFER, vbo); + glBufferData(GL_ARRAY_BUFFER, inNumVertices * sizeof(Vertex3d), &inVertices[0], GL_STATIC_DRAW); + + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, inNumIndices * sizeof(uint32), &inIndices[0], GL_STATIC_DRAW); + + glEnableVertexAttribArray(renderer->attributes.position); + glVertexAttribPointer(renderer->attributes.position, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex3d), (GLvoid *)0); + + glEnableVertexAttribArray(renderer->attributes.normal); + glVertexAttribPointer(renderer->attributes.normal, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex3d), (GLvoid *)offsetof(Vertex3d, normal)); + + glEnableVertexAttribArray(renderer->attributes.color); + glVertexAttribPointer(renderer->attributes.color, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex3d), (GLvoid *)offsetof(Vertex3d, color)); + + glBindBuffer(GL_ARRAY_BUFFER, 0); + glBindVertexArray(0); +} + +void Mesh3d::render(Renderer3d* renderer, GLenum drawType) { + setShaderMat4(renderer->uniforms.model, model); + + glBindVertexArray(vao); + glDrawElements(drawType, numIndices, GL_UNSIGNED_INT, 0); + glBindVertexArray(0); +} + +void Mesh3d::unload() { + glDeleteVertexArrays(1, &vao); + glDeleteBuffers(1, &vbo); +} |